Musterhall of the Leaping Oracle
Once a dining hall for the residents of this structure, the defense force of the Green Prophecy has exclusive use of this space where they conduct the changing of the guard.
Design
This room shaped into the Coral of the temple has stone tiles on the floor, and it is furnished with Dining tables and benches., Empty and broken barrels are scattered in the northern half of the room. The southern wall has a mural depicting an Azlanti army battling against a gargantuan Earth Elemental with broken arrows scattered underneath it.
Entries
North Entry
Locked Stone Door (DC 15 to open, Hardness 15 (BT 30) 60 hp) This door leads to the Temple entryway.Northeastern Entry
Stuck Iron Door (DC 25 to break; 60 hp)Eastern Entry
Good Wooden Door (DC 15 to break; 15 hp)Southeastern Entry (Trapped)
Trapped and Good Wooden Door (DC 15 to break; 15 hp) with a Gripilli Spear Trap
Gripilli Spear Trap - Hazard 1
UNCOMMONCOLORLESSSMALLHAZARDMECHANICALTRAP
A Poisoned spear rigged to jab into a doorway when triggered. | |
Perception | DC 20 |
Skills | DC 14 Theivery (Trained) on the door frame |
STR +0 , DEX +0 , CON +0 , INT +0 , WIS +0 , CHA +0 | |
AC | 19 |
Saving Throws | Fort +11, Ref +3, Will 0 |
HP | 24 - Immunities critical hits, object immunities, precision damage - Resistances Hardness 6 (BT 12) |
Special Abilities | Poisoned Spear (Divination, Mental) Trigger The door is opened; Effect The trap makes a +13 Melee strike on the creature that opened the door; on a hit the spear inflicts piercing damage with a DC 17 Spear Frog Poison effect Spear Frog Poison (Alchemical, Injury, Poison) Saving Throw DC 17 Fortitude; Maximum Duration 6 rounds; Stage 1 poison damage (1 round) Stage 2 poison damage and enfeebled 1 (1 round) |
South Entry (Secret)
A Coral Panel is hidden on the mural on the southern wall. The panel is opened by jabbing an arrow into the Earth Elemental.West Entry
Unlocked Simple Wooden Door (Hardness 5, 20 hp) that leads into the kitchen.Denizens
Four Gripilli Scouts
are eating grubs at the dining tables
Gripilli Scout - Scout 1
COMMONGREENSMALLGRIPILLIHUMANOID
Gripplis make their homes in the treetops of tropical jungles and forests. These frog-like humanoids are uniquely adapted to their environment, with oversized eyes that give them keen vision in both light and dark and large toes that allow them to easily scale trees. Gripplis vary widely in physical appearance, with their physiologies influenced by their surrounding environment. Those who live in verdant forests, for example, typically have bright green skin and red eyes. In contrast, gripplis who live in regions of rot and decay have mottled-brown coloration, and those who dwell near lakes or streams may bear bright blue and orange stripes. Typical gripplis stand just over 2 feet tall and weigh approximately 30 pounds. Whatever region they come from, gripplis tend to be peaceful hunter-gatherers. Due to their modest understanding of agriculture, gripplis don't maintain typical farms like other humanoids do. Rather, they cultivate mushroom patches and gather a wide array of fruits from the surrounding wilderness. While most gripplis hunt insects, some societies also capture and breed them, nurturing herds of giant dragonflies or beetles that they eventually slaughter for food. Particularly enterprising gripplis might even seek out and tame larger flying insects to use as mounts during their hunts. The rearing of such massive insects is no easy feat, however, so gripplis who manage to do so are often heralded as local heroes. Gripplis usually construct their villages in particularly dense copses, stringing thin rope bridges between wide wooden platforms built around each trunk. They make use of broad leaves and thick branches to obscure their villages further, making them especially difficult to spot from the forest floor, and riddle the surrounding forest with labyrinthine trails that only they can navigate. Grippli scouts typically keep watch on the outskirts of grippli settlements. More potent gripplis inhabit the settlements, be they religious leaders, powerful druids, or agile warriors that, due to their small size, focus more on finesse weapons and ranged attacks than on melee tactics. Recall Knowledge - Humanoid (Society): DC 15 Unspecific Lore: DC 13 Specific Lore: DC 10 | |
Perception | +8; Darkvision |
Languages | Common, Grippli |
Skills | Acrobatics +7 , Athletics +4 , Nature +6 , Stealth +7 , Survival +6 |
STR +1 , DEX +4 , CON +2 , INT +0 , WIS +3 , CHA -1 | |
Items | Items dart (5), leather armor, net, sickle |
AC | 18 |
Saving Throws | Fort +7, Ref +9, Will +6 |
HP | 20 |
Speed | 25 feet, climb 20 feet; jungle stride |
Melee | sickle +9 +5 / +1 ] (agile, finesse, trip), Damage slashing |
Ranged | dart +9 +5 / +1 ] (agile, thrown 20 feet), Damage Piercing |
Special Abilities | Hurl Net Requirements The grippli is wielding a net in two hands; Effect The grippli makes a ranged Strike (with a +9 modifier) against a Medium or smaller creature within 20 feet. On a hit, the target is flat-footed and takes a –10-foot circumstance penalty to its Speeds. On a critical hit, the creature is restrained instead. The DC to Escape the net is 16. A creature adjacent to the target can Interact with the net to remove it. Jungle Stride Gripplis ignore difficult terrain in forests and jungles. |
Source Bestiary 2 pg. 139 2.0, Pathfinder #146: Cult of Cinders pg. 86 |
Valuables
One of the Gripilli's Sickles has a +1 Potency Rune
Type
Room, Common, Dining Room
Parent Location
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